empiremud/cnf/
empiremud/doc/
empiremud/lib/boards/
empiremud/lib/etc/
empiremud/lib/misc/
empiremud/lib/plralias/F-J/
empiremud/lib/plralias/K-O/
empiremud/lib/plralias/P-T/
empiremud/lib/plralias/U-Z/
empiremud/lib/plrobjs/
empiremud/lib/plrobjs/F-J/
empiremud/lib/plrobjs/K-O/
empiremud/lib/plrobjs/P-T/
empiremud/lib/plrobjs/U-Z/
empiremud/lib/world/
empiremud/lib/world/mob/
empiremud/lib/world/obj/
empiremud/log/
act.comm.c:113:	else if (subcmd != SCMD_OOCSAY && ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT))
act.comm.c:123:		for (c = world[ch->in_room].people; c; c = c->next_in_room) {
act.comm.c:155:		if (ch->master)
act.comm.c:156:			k = ch->master;
act.comm.c:280:			tch = tch->next;
act.comm.c:318:	else if (ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT))
act.comm.c:440:	if (AFF_FLAGGED(ch, AFF_CHARM) && !ch->desc)
act.comm.c:451:	if (atoi(com_msgs[subcmd][4]) == 0 && ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT)) {
act.comm.c:529:				if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && (!channels[subcmd] || !PRF_FLAGGED(i->character, channels[subcmd])) && !PLR_FLAGGED(i->character, PLR_WRITING)) {
act.comm.c:531:					if (atoi(com_msgs[subcmd][4]) == 0 && distance(X_COORD(ch->in_room), Y_COORD(ch->in_room), X_COORD(i->character->in_room), Y_COORD(i->character->in_room)) > distance(0, 0, 50, 0))
act.comm.c:567:				if (STATE(i) != CON_PLAYING || i == ch->desc || !i->character || PLR_FLAGGED(i->character, PLR_WRITING))
act.god.c:292:			obj_to_room(obj, ch->in_room);
act.god.c:325:	if (world[ch->in_room].spare == GET_IDNUM(god)) {
act.god.c:326:		if (CLOSED_MONUMENT_TYPE(ch->in_room) == MONUMENT_C_SHRINE)
act.god.c:328:		else if (CLOSED_MONUMENT_TYPE(ch->in_room) == MONUMENT_C_TEMPLE_UL)
act.god.c:330:		else if (CLOSED_MONUMENT_TYPE(ch->in_room) == MONUMENT_C_HIGHTEMPLE_UC)
act.god.c:372:		if (ch->in_room == god->in_room && ch != god)
act.god.c:434:		if (!ch->carrying && (!world[ch->in_room].contents || !CAN_USE_ROOM(ch, ch->in_room, 0)))
act.god.c:437:			for (obj = ch->carrying; obj; obj = next_obj) {
act.god.c:441:			for (obj = world[ch->in_room].contents; obj; obj = next_obj) {
act.god.c:444:				if (!CAN_USE_ROOM(ch, ch->in_room, 0))
act.god.c:459:		if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
act.god.c:460:			if (!CAN_USE_ROOM(ch, ch->in_room, 0) || !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
act.god.c:465:			if (!next_obj && CAN_USE_ROOM(ch, ch->in_room, 0) && obj->in_room == NOWHERE)
act.god.c:466:				next_obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents);
act.god.c:472:		if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && (!CAN_USE_ROOM(ch, ch->in_room, 0) || !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))))
act.immortal.c:251:	original_loc = ch->in_room;
act.immortal.c:257:	if (ch->in_room == location) {
act.immortal.c:285:	for (t = world[ch->in_room].people; t; t = t->next_in_room)
act.immortal.c:300:	for (t = world[ch->in_room].people; t; t = t->next_in_room)
act.immortal.c:310:	room_rnum to_room = ch->in_room;
act.immortal.c:316:			to_room = ch->in_room;
act.immortal.c:378:/* Displays the vital statistics of ch->in_room to ch */
act.immortal.c:385:	Room rm = &world[ch->in_room];
act.immortal.c:395:	msg_to_char(ch, "Zone: [%3d], VNum: [&2%5d&0], RNum: [%5d], Type: &6%s&0\r\n", zone_table[rm->zone].number, rm->number, ch->in_room, buf2);
act.immortal.c:397:	if (real_empire(world[HOME_ROOM(ch->in_room)].owner) != NOTHING)
act.immortal.c:398:		if (real_empire(world[HOME_ROOM(ch->in_room)].owner))
act.immortal.c:399:			msg_to_char(ch, "Owner: %s%s&0.\r\n", empire[real_empire(world[HOME_ROOM(ch->in_room)].owner)].banner, empire[real_empire(world[HOME_ROOM(ch->in_room)].owner)].name);
act.immortal.c:401:	if (SECT(ch->in_room) == SECT_MOUNTAIN || BUILDING_TYPE(ch->in_room) == BUILDING_MINE) {
act.immortal.c:402:		if (world[ch->in_room].type2 == 0)
act.immortal.c:405:			msg_to_char(ch, "Mineral: %s, Amount remaining: %d\r\n", world[ch->in_room].type2 == ITEM_MAT_SILVER ? "silver" : "iron", world[ch->in_room].spare);
act.immortal.c:885:		if ((obj = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp)) != NULL)
act.immortal.c:887:		else if ((obj = get_obj_in_list_vis(ch, buf1, ch->carrying)) != NULL)
act.immortal.c:891:		else if ((obj = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents)) != NULL)
act.immortal.c:905:	if (!ch->desc->snooping)
act.immortal.c:909:		ch->desc->snooping->snoop_by = NULL;
act.immortal.c:910:		ch->desc->snooping = NULL;
act.immortal.c:918:	if (!ch->desc)
act.immortal.c:933:	else if (victim->desc->snooping == ch->desc)
act.immortal.c:947:		if (ch->desc->snooping)
act.immortal.c:948:			ch->desc->snooping->snoop_by = NULL;
act.immortal.c:950:		ch->desc->snooping = victim->desc;
act.immortal.c:951:		victim->desc->snoop_by = ch->desc;
act.immortal.c:961:	if (ch->desc->original)
act.immortal.c:976:		ch->desc->character = victim;
act.immortal.c:977:		ch->desc->original = ch;
act.immortal.c:979:		victim->desc = ch->desc;
act.immortal.c:980:		ch->desc = NULL;
act.immortal.c:986:	if (ch->desc && ch->desc->original) {
act.immortal.c:999:		if (ch->desc->original->desc) {
act.immortal.c:1000:			ch->desc->original->desc->character = NULL;
act.immortal.c:1001:			STATE(ch->desc->original->desc) = CON_DISCONNECT;
act.immortal.c:1005:		ch->desc->character = ch->desc->original;
act.immortal.c:1006:		ch->desc->original = NULL;
act.immortal.c:1009:		ch->desc->character->desc = ch->desc;
act.immortal.c:1010:		ch->desc = NULL;
act.immortal.c:1037:		char_to_room(mob, ch->in_room);
act.immortal.c:1052:			obj_to_room(obj, ch->in_room);
act.immortal.c:1127:		else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)) != NULL) {
act.immortal.c:1140:		send_to_room("The world seems a little cleaner.\r\n", ch->in_room);
act.immortal.c:1142:		for (vict = world[ch->in_room].people; vict; vict = next_v) {
act.immortal.c:1148:		while (world[ch->in_room].contents)
act.immortal.c:1149:			extract_obj(world[ch->in_room].contents);
act.immortal.c:1326:	for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
act.immortal.c:1592:		for (vict = world[ch->in_room].people; vict; vict = next_force) {
act.immortal.c:3018:	if (ch->desc == NULL) {
act.immortal.c:3061:		case 0: ch->desc->str = &motd; break;
act.immortal.c:3062:		case 1: ch->desc->str = &imotd; break;
act.immortal.c:3063:		case 2: ch->desc->str = &info; break;
act.immortal.c:3072:	ch->desc->backstr = NULL;
act.immortal.c:3075:		ch->desc->backstr = str_dup(fields[l].buffer);
act.immortal.c:3077:	ch->desc->max_str = fields[l].size;
act.immortal.c:3078:	ch->desc->mail_to = 0;
act.immortal.c:3079:	ch->desc->storage = str_dup(fields[l].filename);
act.immortal.c:3082:	STATE(ch->desc) = CON_TEDIT;
act.immortal.c:3332:	page_string(ch->desc, buf2, 1);
act.informative.c:45:		att[0] = ch->real_abils.strength;
act.informative.c:46:		att[1] = ch->real_abils.charisma;
act.informative.c:47:		att[2] = ch->real_abils.perception;
act.informative.c:48:		att[3] = ch->real_abils.dexterity;
act.informative.c:49:		att[4] = ch->real_abils.manipulation;
act.informative.c:50:		att[5] = ch->real_abils.intelligence;
act.informative.c:51:		att[6] = ch->real_abils.stamina;
act.informative.c:52:		att[7] = ch->real_abils.appearance;
act.informative.c:53:		att[8] = ch->real_abils.wits;
act.informative.c:56:		att[0] = ch->aff_abils.strength;
act.informative.c:57:		att[1] = ch->aff_abils.charisma;
act.informative.c:58:		att[2] = ch->aff_abils.perception;
act.informative.c:59:		att[3] = ch->aff_abils.dexterity;
act.informative.c:60:		att[4] = ch->aff_abils.manipulation;
act.informative.c:61:		att[5] = ch->aff_abils.intelligence;
act.informative.c:62:		att[6] = ch->aff_abils.stamina;
act.informative.c:63:		att[7] = ch->aff_abils.appearance;
act.informative.c:64:		att[8] = ch->aff_abils.wits;
act.informative.c:225:			page_string(ch->desc, obj->action_description ? obj->action_description : "It's blank.\r\n", 1);
act.informative.c:232:	page_string(ch->desc, buf, TRUE);
act.informative.c:319:	if (!ch->desc)
act.informative.c:706:			else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room) && HAS_INFRA(i) && !NOCTURNE_DARK(ch->in_room)) {
act.informative.c:739:		room = ch->in_room;
act.informative.c:786:	else if (distance(FLAT_X_COORD(ch->in_room), FLAT_Y_COORD(ch->in_room), FLAT_X_COORD(to_room), FLAT_Y_COORD(to_room)) > 2 && ROOM_AFF_FLAGGED(to_room, ROOM_AFF_CHAMELEON_FOREST | ROOM_AFF_CHAMELEON_DESERT | ROOM_AFF_CHAMELEON_MOUNTAIN)) {
act.informative.c:1107:	if (!ch || !ch->desc)
act.informative.c:1115:	if (DSC_FLAGGED(ch, DSC_EARTHMELD) && (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED)) {
act.informative.c:1205:	if ((SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE) && (IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room))) {
act.informative.c:1251:			switch(SECT(ch->in_room)) {
act.informative.c:1284:		to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]);
act.informative.c:1410:	if (!ch->desc)
act.informative.c:1439:	for (obj = ch->carrying; obj && !found; obj = obj->next_content) {
act.informative.c:1456:	for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content)
act.informative.c:1479:	if (!ch->desc)
act.informative.c:1486:	else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room) && (IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room)) && (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE)) {
act.informative.c:1488:		list_char_to_char(world[ch->in_room].people, ch);	/* glowing red eyes */
act.informative.c:1550:	playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0);
act.informative.c:1831:	list_obj_to_char(ch->carrying, ch, 1, TRUE);
act.informative.c:1833:	if (STORE_BUILDING(ch->in_room) && CAN_USE_ROOM(ch, ch->in_room, 0))
act.informative.c:1898:	if (!ch->desc)
act.informative.c:1904:		page_string(ch->desc, help, 0);
act.informative.c:1930:				page_string(ch->desc, help_table[mid].entry, 0);
act.informative.c:2038:		if ((tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN) >= 5)
act.informative.c:2039:			sprintf(buf, "%s (idle: %d)", buf, (tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN));
act.informative.c:2123:		if ((tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN) >= 5)
act.informative.c:2124:			sprintf(buf, "%s (idle: %d)", buf, (tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN));
act.informative.c:2223:		page_string(ch->desc, output, 1);
act.informative.c:2275:		sprintf(idletime, "%3d", ch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN);
act.informative.c:2279:	sprintf(line, format, d ? d->desc_num : 0, levelname, (ch && ch->player.name) ? ch->player.name : (d && d->character && d->character->player.name) ? d->character->player.name : "UNDEFINED", state, idletime, timeptr);
act.informative.c:2362:		for (tch = character_list; tch; tch = tch->next) {
act.informative.c:2363:			if (IS_NPC(tch) || tch->desc)
act.informative.c:2397:		case SCMD_CREDITS:	page_string(ch->desc, credits, 0);		break;
act.informative.c:2398:		case SCMD_INFO:		page_string(ch->desc, info, 0);			break;
act.informative.c:2399:		case SCMD_WIZLIST:	page_string(ch->desc, wizlist, 0);		break;
act.informative.c:2400:		case SCMD_GODLIST:	page_string(ch->desc, godlist, 0);		break;
act.informative.c:2401:		case SCMD_HANDBOOK:	page_string(ch->desc, handbook, 0);		break;
act.informative.c:2402:		case SCMD_POLICIES:	page_string(ch->desc, policies, 0);		break;
act.informative.c:2403:		case SCMD_MOTD:		page_string(ch->desc, motd, 0);			break;
act.informative.c:2404:		case SCMD_IMOTD:	page_string(ch->desc, imotd, 0);		break;
act.informative.c:2428:			if (distance(X_COORD(ch->in_room), Y_COORD(ch->in_room), X_COORD(i->in_room), Y_COORD(i->in_room)) > distance(0, 0, 0, 50))
act.informative.c:2444:			if (distance(X_COORD(ch->in_room), Y_COORD(ch->in_room), X_COORD(i->in_room), Y_COORD(i->in_room)) > distance(0, 0, 0, 50))
act.item.c:110:				if (!(obj = get_obj_in_list_vis(ch, theobj, ch->carrying))) {
act.item.c:127:				for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c:232:	if (!CAN_USE_ROOM(ch, ch->in_room, 0))
act.item.c:234:			if (real_empire(world[HOME_ROOM(ch->in_room)].owner) != -1)
act.item.c:235:				log_to_empire(real_empire(world[HOME_ROOM(ch->in_room)].owner), "Theft attempt at (%d, %d)", X_COORD(ch->in_room), Y_COORD(ch->in_room));
act.item.c:256:		if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.item.c:275:		for (obj = world[ch->in_room].contents; obj; obj = next_obj) {
act.item.c:336:			for (cont = ch->carrying; cont; cont = cont->next_content)
act.item.c:347:			for (cont = world[ch->in_room].contents; cont; cont = cont->next_content)
act.item.c:383:			obj_to_room(obj, ch->in_room);
act.item.c:430:		else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:437:				if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type]) {
act.item.c:441:				if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type]) {
act.item.c:445:				if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) {
act.item.c:446:					if (building_capacity[(int) world[ch->in_room].type] == 0)
act.item.c:466:			if (!ch->carrying)
act.item.c:469:				for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c:471:					if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type]) {
act.item.c:475:					if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type]) {
act.item.c:479:					if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) {
act.item.c:480:						if (building_capacity[(int) world[ch->in_room].type] == 0)
act.item.c:495:			if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:501:				if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type]) {
act.item.c:505:				if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type]) {
act.item.c:509:				if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) {
act.item.c:510:					if (building_capacity[(int) world[ch->in_room].type] == 0)
act.item.c:521:			if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:525:			else if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type])
act.item.c:527:			else if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type])
act.item.c:529:			else if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) {
act.item.c:530:				if (building_capacity[(int) world[ch->in_room].type] == 0)
act.item.c:592:		else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:610:			if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:622:			if (!ch->carrying)
act.item.c:625:				for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c:665:		if (!IS_COMPLETE(ch->in_room))
act.item.c:667:		else if (!GET_BUILD_VALUE(ch->in_room))
act.item.c:674:		if (!IS_COMPLETE(ch->in_room))
act.item.c:696:			GET_BUILD_VALUE(ch->in_room)--;
act.item.c:743:		if (SECT(ch->in_room) == SECT_RIVER)
act.item.c:745:		else if (SECT(ch->in_room) == SECT_OASIS)
act.item.c:747:		else if (SECT(ch->in_room) == SECT_FOUNTAIN) {
act.item.c:751:		else if (SECT(ch->in_room) == SECT_WELL) {
act.item.c:759:	if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:761:			if (SECT(ch->in_room) == SECT_RIVER)
act.item.c:765:					if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER)
act.item.c:770:			if (SECT(ch->in_room) == SECT_OASIS)
act.item.c:772:		if ((is_abbrev(arg, "well") || is_abbrev(arg, "water")) && SECT(ch->in_room) == SECT_WELL)
act.item.c:775:		if ((is_abbrev(arg, "fountain") || is_abbrev(arg, "water")) && SECT(ch->in_room) == SECT_FOUNTAIN)
act.item.c:871:	if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying)))
act.item.c:872:		if (!(food = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.item.c:931:	if (SECT(ch->in_room) == SECT_WELL) {
act.item.c:932:		if (!IS_COMPLETE(ch->in_room)) {
act.item.c:936:		if (GET_BUILD_VALUE(ch->in_room) <= 0) {
act.item.c:942:		GET_BUILD_VALUE(ch->in_room) -= 1;
act.item.c:944:	else if (SECT(ch->in_room) == SECT_FOUNTAIN) {
act.item.c:945:		if (!IS_COMPLETE(ch->in_room)) {
act.item.c:952:	else if (SECT(ch->in_room) == SECT_OASIS) {
act.item.c:1003:		if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c:1017:		if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c:1029:		if (is_abbrev(arg2, "fountain") && SECT(ch->in_room) == SECT_FOUNTAIN) {
act.item.c:1033:		if (is_abbrev(arg2, "well") && SECT(ch->in_room) == SECT_WELL) {
act.item.c:1038:			if (SECT(ch->in_room) == SECT_OASIS) {
act.item.c:1044:			if (SECT(ch->in_room) == SECT_RIVER) {
act.item.c:1050:					if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER) {
act.item.c:1078:			if (GET_OBJ_VAL(from_obj, 2) == LIQ_WATER && SECT(ch->in_room) == SECT_TRENCH && GET_BUILD_VALUE(ch->in_room) >= 0) {
act.item.c:1079:				GET_BUILD_VALUE(ch->in_room) += GET_OBJ_VAL(from_obj, 1);
act.item.c:1080:				if (GET_BUILD_VALUE(ch->in_room) >= 2000)
act.item.c:1081:					fill_trench(ch->in_room);
act.item.c:1089:		if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) {
act.item.c:1376:		for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c:1391:		if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c:1406:		if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c:1427:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:1452:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:1621:		for (board = world[ch->in_room].contents; board; board = board->next_content)
act.item.c:1624:		if (board && ch->desc) {
act.item.c:1669:		if (!get_object_in_equip_vis(ch, arg, ch->equipment, &i)) {
act.item.c:1883:		if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type)
act.item.c:1904:	if (!IS_COMPLETE(ch->in_room)) {
act.item.c:1934:		if (!ch->carrying) {
act.item.c:1938:		for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c:1943:				if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type)
act.item.c:1972:		if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c:1981:				if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type)
act.item.c:2023:	if (!STORE_BUILDING(ch->in_room)) {
act.item.c:2027:	if (!IS_COMPLETE(ch->in_room)) {
act.item.c:2035:	if (!CAN_USE_ROOM(ch, ch->in_room, 0)) {
act.item.c:2059:			if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type)
act.item.c:2087:			if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type)
act.item.c:2214:	for (flint = ch->carrying; flint; flint = flint->next_content)
act.item.c:2222:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
act.movement.c:50:	for (obj = ch->carrying; obj; obj = obj->next_content)
act.movement.c:57:	if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && WATER_SECT(ch->in_room))
act.movement.c:62:	if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && (SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MONUMENT_CLOSED || SECT(to_room) == SECT_MULTI) && SECT(ch->in_room) != SECT_INSIDE && world[to_room].building_entrance != dir && (IS_COMPLETE(to_room) || ALWAYS_CLOSED(to_room)) && ((BUILDING_TYPE(to_room) != BUILDING_DOCKS && BUILDING_TYPE(to_room) != BUILDING_SHIPYARD && BUILDING_TYPE(to_room) != BUILDING_TUNNEL && BUILDING_TYPE(to_room) != BUILDING_TUNNEL2 && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE && BUILDING_TYPE(to_room) != BUILDING_SHIPYARD2 && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE) || world[to_room].building_entrance != rev_dir[dir])) {
act.movement.c:66:	if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) != SECT_INSIDE && (SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MULTI) && !CAN_USE_ROOM(ch, to_room, 0) && (IS_COMPLETE(to_room) || ALWAYS_CLOSED(to_room)) && !need_specials_check) {
act.movement.c:87:	if (GET_RIDING(ch) && ((SECT(to_room) == SECT_TRENCH && SECT(ch->in_room) != SECT_TRENCH) || (SECT(to_room) != SECT_TRENCH && SECT(ch->in_room) == SECT_TRENCH))) {
act.movement.c:120:		if (animal && animal->in_room != ch->in_room)
act.movement.c:133:		for (c = world[ch->in_room].people; c; c = c->next_in_room)
act.movement.c:151:	if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
act.movement.c:174:	if (mode != MOVE_EARTHMELD && !REAL_NPC(ch) && !PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) == SECT_BARRIER && IS_COMPLETE(ch->in_room) && dir != rev_dir[GET_LAST_DIR(ch)] && !AFF_FLAGGED(ch, AFF_FLY) && (!GET_RIDING(ch) || !MOB_FLAGGED(GET_RIDING(ch), MOB_FLYING))) {
act.movement.c:192:	need_movement = (movement_loss[SECT(ch->in_room)] + movement_loss[SECT(to_room)]) / 2;
act.movement.c:203:		if (need_specials_check && ch->master)
act.movement.c:258:						switch(SECT(ch->in_room)) {
act.movement.c:267:		if (!ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT) || number(0, 4))
act.movement.c:268:			act(buf2, TRUE, ch, cart, (mode == MOVE_LEAD ? GET_LED_BY(ch) : ch->master), TO_ROOM);
act.movement.c:271:	was_in = ch->in_room;
act.movement.c:295:				act("$N follows $m in.", TRUE, ch->master, 0, ch, TO_NOTVICT);
act.movement.c:296:				act("$n follows you in.", TRUE, ch, 0, ch->master, TO_VICT);
act.movement.c:309:						switch(SECT(ch->in_room)) {
act.movement.c:316:				if (!ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT) || number(0, 4))
act.movement.c:322:	if (ch->desc != NULL)
act.movement.c:332:	room_rnum was_in, to_room = ch->in_room;
act.movement.c:338:	if ((PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) != SECT_INSIDE) || (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_MONUMENT_CLOSED && SECT(ch->in_room) != SECT_MULTI && SECT(ch->in_room) != SECT_INSIDE) || !(IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room))) {
act.movement.c:343:		to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]);
act.movement.c:354:	was_in = ch->in_room;
act.movement.c:362:	for (k = ch->followers; k; k = next) {
act.movement.c:495:			if (back->to_room != ch->in_room)
act.movement.c:498:	OPEN_DOOR(ch->in_room, obj, door);
act.movement.c:609:			else if (!(chair = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
act.movement.c:774:	if (ch->master == leader) {
act.movement.c:778:	if ((AFF_FLAGGED(ch, AFF_CHARM) || DSC_FLAGGED(ch, DSC_ENTRANCEMENT)) && (ch->master))
act.movement.c:779:		act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
act.movement.c:782:			if (!ch->master) {
act.movement.c:793:			if (ch->master)
act.movement.c:904:	room_rnum was_in = ch->in_room;
act.movement.c:915:	for (k = ch->followers; k; k = k->next) {
act.movement.c:927:	if (SECT(ch->in_room) != SECT_TOWER_OF_SOULS)
act.movement.c:943:	else if (ROOM_TYPE(ch->in_room) != RTYPE_BATHS && BUILDING_TYPE(ch->in_room) != BUILDING_BATHS && SECT(ch->in_room) != SECT_RIVER)
act.movement.c:945:	else if (!IS_COMPLETE(ch->in_room))
act.movement.c:951:		GET_ACTION_ROOM(ch) = ch->in_room;
act.other.c:83:	page_string(ch->desc, AFK_MSGS(ch), 1);
act.other.c:153:	if (IS_NPC(ch) || !ch->desc)
act.other.c:188:			if (d == ch->desc)
act.other.c:204:	if (IS_NPC(ch) || !ch->desc)
act.other.c:276:		k = (ch->master ? ch->master : ch);
act.other.c:303:	if (ch->master) {
act.other.c:310:		for (found = 0, f = ch->followers; f; f = f->next)
act.other.c:342:		if (ch->master || !(AFF_FLAGGED(ch, AFF_PARTY))) {
act.other.c:347:		for (f = ch->followers; f; f = next_fol) {
act.other.c:365:	if (tch->master != ch) {
act.other.c:399:	k = (ch->master ? ch->master : ch);
act.other.c:566:	if (!(obj1 = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.other.c:571:	if (!(obj2 = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.other.c:696:	room_rnum room = HOME_ROOM(ch->in_room);
act.other.c:698:	for (obj = ch->carrying; obj && !(GET_OBJ_TYPE(obj) == ITEM_DRINKCON && GET_OBJ_VAL(obj, 1)); obj = obj->next_content);
act.other.c:700:	if (ch->in_room == NOWHERE)
act.other.c:702:	else if (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE)
act.other.c:820:	BUY_STAT("strength", ch, ch->real_abils.strength, ATTRIBUTE_COST, -1)
act.other.c:821:	BUY_STAT("dexterity", ch, ch->real_abils.dexterity, ATTRIBUTE_COST, -1)
act.other.c:822:	BUY_STAT("stamina", ch, ch->real_abils.stamina, ATTRIBUTE_COST, -1)
act.other.c:825:	BUY_STAT("charisma", ch, ch->real_abils.charisma, ATTRIBUTE_COST, -1)
act.other.c:826:	BUY_STAT("manipulation", ch, ch->real_abils.manipulation, ATTRIBUTE_COST, -1)
act.other.c:827:	BUY_STAT("appearance", ch, ch->real_abils.appearance, ATTRIBUTE_COST, -1)
act.other.c:830:	BUY_STAT("perception", ch, ch->real_abils.perception, ATTRIBUTE_COST, -1)
act.other.c:831:	BUY_STAT("intelligence", ch, ch->real_abils.intelligence, ATTRIBUTE_COST, -1)
act.other.c:832:	BUY_STAT("wits", ch, ch->real_abils.wits, ATTRIBUTE_COST, -1)
act.other.c:835:	BUY_STAT("acting", ch, ch->player_specials->saved.talents[TALENT_ACTING], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:836:	BUY_STAT("alertness", ch, ch->player_specials->saved.talents[TALENT_ALERTNESS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:837:	BUY_STAT("athletics", ch, ch->player_specials->saved.talents[TALENT_ATHLETICS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:838:	BUY_STAT("brawl", ch, ch->player_specials->saved.talents[TALENT_BRAWL], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:839:	BUY_STAT("dodge", ch, ch->player_specials->saved.talents[TALENT_DODGE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:840:	BUY_STAT("empathy", ch, ch->player_specials->saved.talents[TALENT_EMPATHY], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:841:	BUY_STAT("intimidation", ch, ch->player_specials->saved.talents[TALENT_INTIMIDATION], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:842:	BUY_STAT("larceny", ch, ch->player_specials->saved.talents[TALENT_LARCENY], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:843:	BUY_STAT("leadership", ch, ch->player_specials->saved.talents[TALENT_LEADERSHIP], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:844:	BUY_STAT("primal-urge", ch, ch->player_specials->saved.talents[TALENT_PRIMAL_URGE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:845:	BUY_STAT("subterfuge", ch, ch->player_specials->saved.talents[TALENT_SUBTERFUGE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:848:	BUY_STAT("animal ken", ch, ch->player_specials->saved.skills[SKILL_ANIMAL_KEN], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:849:	BUY_STAT("archery", ch, ch->player_specials->saved.skills[SKILL_ARCHERY], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:850:	BUY_STAT("crafts", ch, ch->player_specials->saved.skills[SKILL_CRAFTS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:851:	BUY_STAT("etiquette", ch, ch->player_specials->saved.skills[SKILL_ETIQUETTE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:852:	BUY_STAT("herbalism", ch, ch->player_specials->saved.skills[SKILL_HERBALISM], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:853:	BUY_STAT("melee", ch, ch->player_specials->saved.skills[SKILL_MELEE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:854:	BUY_STAT("music", ch, ch->player_specials->saved.skills[SKILL_MUSIC], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:855:	BUY_STAT("performance", ch, ch->player_specials->saved.skills[SKILL_PERFORMANCE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:856:	BUY_STAT("ride", ch, ch->player_specials->saved.skills[SKILL_RIDE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:857:	BUY_STAT("stealth", ch, ch->player_specials->saved.skills[SKILL_STEALTH], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:858:	BUY_STAT("survival", ch, ch->player_specials->saved.skills[SKILL_SURVIVAL], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:861:	BUY_STAT("academics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ACADEMICS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:862:	BUY_STAT("enigmas", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ENIGMAS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:863:	BUY_STAT("hearth wisdom", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_HEARTH_WISDOM], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:864:	BUY_STAT("investigation", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_INVESTIGATION], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:865:	BUY_STAT("law", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_LAW], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:866:	BUY_STAT("medicine", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_MEDICINE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:867:	BUY_STAT("occult", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_OCCULT], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:868:	BUY_STAT("politics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_POLITICS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:869:	BUY_STAT("science", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SCIENCE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c:870:	BUY_STAT("seneschal", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SENESCHAL], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:83:	page_string(ch->desc, AFK_MSGS(ch), 1);
act.other.c~:153:	if (IS_NPC(ch) || !ch->desc)
act.other.c~:188:			if (d == ch->desc)
act.other.c~:204:	if (IS_NPC(ch) || !ch->desc)
act.other.c~:276:		k = (ch->master ? ch->master : ch);
act.other.c~:303:	if (ch->master) {
act.other.c~:310:		for (found = 0, f = ch->followers; f; f = f->next)
act.other.c~:342:		if (ch->master || !(AFF_FLAGGED(ch, AFF_PARTY))) {
act.other.c~:347:		for (f = ch->followers; f; f = next_fol) {
act.other.c~:365:	if (tch->master != ch) {
act.other.c~:399:	k = (ch->master ? ch->master : ch);
act.other.c~:566:	if (!(obj1 = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.other.c~:571:	if (!(obj2 = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.other.c~:696:	room_rnum room = HOME_ROOM(ch->in_room);
act.other.c~:698:	for (obj = ch->carrying; obj && !(GET_OBJ_TYPE(obj) == ITEM_DRINKCON && GET_OBJ_VAL(obj, 1)); obj = obj->next_content);
act.other.c~:700:	if (ch->in_room == NOWHERE)
act.other.c~:702:	else if (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE)
act.other.c~:820:	BUY_STAT("strength", ch, ch->real_abils.strength, ATTRIBUTE_COST, -1)
act.other.c~:821:	BUY_STAT("dexterity", ch, ch->real_abils.dexterity, ATTRIBUTE_COST, -1)
act.other.c~:822:	BUY_STAT("stamina", ch, ch->real_abils.stamina, ATTRIBUTE_COST, -1)
act.other.c~:825:	BUY_STAT("charisma", ch, ch->real_abils.charisma, ATTRIBUTE_COST, -1)
act.other.c~:826:	BUY_STAT("manipulation", ch, ch->real_abils.manipulation, ATTRIBUTE_COST, -1)
act.other.c~:827:	BUY_STAT("appearance", ch, ch->real_abils.appearance, ATTRIBUTE_COST, -1)
act.other.c~:830:	BUY_STAT("perception", ch, ch->real_abils.perception, ATTRIBUTE_COST, -1)
act.other.c~:831:	BUY_STAT("intelligence", ch, ch->real_abils.intelligence, ATTRIBUTE_COST, -1)
act.other.c~:832:	BUY_STAT("wits", ch, ch->real_abils.wits, ATTRIBUTE_COST, -1)
act.other.c~:835:	BUY_STAT("acting", ch, ch->player_specials->saved.talents[TALENT_ACTING], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:836:	BUY_STAT("alertness", ch, ch->player_specials->saved.talents[TALENT_ALERTNESS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:837:	BUY_STAT("athletics", ch, ch->player_specials->saved.talents[TALENT_ATHLETICS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:838:	BUY_STAT("brawl", ch, ch->player_specials->saved.talents[TALENT_BRAWL], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:839:	BUY_STAT("dodge", ch, ch->player_specials->saved.talents[TALENT_DODGE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:840:	BUY_STAT("empathy", ch, ch->player_specials->saved.talents[TALENT_EMPATHY], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:841:	BUY_STAT("intimidation", ch, ch->player_specials->saved.talents[TALENT_INTIMIDATION], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:842:	BUY_STAT("larceny", ch, ch->player_specials->saved.talents[TALENT_LARCENY], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:843:	BUY_STAT("leadership", ch, ch->player_specials->saved.talents[TALENT_LEADERSHIP], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:844:	BUY_STAT("primal-urge", ch, ch->player_specials->saved.talents[TALENT_PRIMAL_URGE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:845:	BUY_STAT("subterfuge", ch, ch->player_specials->saved.talents[TALENT_SUBTERFUGE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:848:	BUY_STAT("animal ken", ch, ch->player_specials->saved.skills[SKILL_ANIMAL_KEN], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:849:	BUY_STAT("archery", ch, ch->player_specials->saved.skills[SKILL_ARCHERY], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:850:	BUY_STAT("crafts", ch, ch->player_specials->saved.skills[SKILL_CRAFTS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:851:	BUY_STAT("etiquette", ch, ch->player_specials->saved.skills[SKILL_ETIQUETTE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:852:	BUY_STAT("herbalism", ch, ch->player_specials->saved.skills[SKILL_HERBALISM], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:853:	BUY_STAT("melee", ch, ch->player_specials->saved.skills[SKILL_MELEE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:854:	BUY_STAT("music", ch, ch->player_specials->saved.skills[SKILL_MUSIC], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:855:	BUY_STAT("performance", ch, ch->player_specials->saved.skills[SKILL_PERFORMANCE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:856:	BUY_STAT("ride", ch, ch->player_specials->saved.skills[SKILL_RIDE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:857:	BUY_STAT("stealth", ch, ch->player_specials->saved.skills[SKILL_STEALTH], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:858:	BUY_STAT("survival", ch, ch->player_specials->saved.skills[SKILL_SURVIVAL], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:861:	BUY_STAT("academics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ACADEMICS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:862:	BUY_STAT("enigmas", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ENIGMAS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:863:	BUY_STAT("hearth wisdom", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_HEARTH_WISDOM], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:864:	BUY_STAT("investigation", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_INVESTIGATION], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:865:	BUY_STAT("law", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_LAW], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:866:	BUY_STAT("medicine", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_MEDICINE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:867:	BUY_STAT("occult", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_OCCULT], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:868:	BUY_STAT("politics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_POLITICS], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:869:	BUY_STAT("science", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SCIENCE], ABILITY_COST, ABILITY_COST_NEW)
act.other.c~:870:	BUY_STAT("seneschal", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SENESCHAL], ABILITY_COST, ABILITY_COST_NEW)
act.social.c:352:	page_string(ch->desc, buf, 1);
boards.c:93:	for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
boards.c:136:	if (!ch->desc)
boards.c:139:	for (board = world[ch->in_room].contents; board; board = board->next_content)
boards.c:163:	if (!ch->desc)
boards.c:166:	for (board = world[ch->in_room].contents; board; board = board->next_content)
boards.c:188:	if (!ch->desc)
boards.c:191:	for (board = world[ch->in_room].contents; board; board = board->next_content)
boards.c:249:	string_write(ch->desc, &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]), MAX_MESSAGE_LENGTH, board_type + BOARD_MAGIC, NULL);
boards.c:260:	if (!ch->desc)
boards.c:297:	page_string(ch->desc, buf, 1);
boards.c:370:  page_string(ch->desc, buffer, 1);
boards.c:648:	string_write(ch->desc, &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]), MAX_MESSAGE_LENGTH, board_type + BOARD_MAGIC, NULL);
building.c:949:	map[0][focus_column] = real_shift(ch->in_room, amount_to_shift[dir][0][build[type].width] * shift_dir[EAST][0], amount_to_shift[dir][0][build[type].width] * shift_dir[EAST][1]);
building.c:1033:		else if (!IS_COMPLETE(ch->in_room)) {
building.c:1034:			if (IS_DISMANTLING(ch->in_room))
building.c:1041:				GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1120:		to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]);
building.c:1149:			to_rev = real_shift(ch->in_room, shift_dir[rev_dir[dir]][0], shift_dir[rev_dir[dir]][1]);
building.c:1176:				while (world[map[j][i]].people && map[j][i] != ch->in_room)
building.c:1178:				while (world[map[j][i]].contents && map[j][i] != ch->in_room)
building.c:1179:					obj_to_room(world[map[j][i]].contents, ch->in_room);
building.c:1236:				if (map[j][i] != ch->in_room)
building.c:1237:					world[map[j][i]].home_room = world[ch->in_room].number;
building.c:1240:			if (!build[type].closed || map[j][i] == ch->in_room)
building.c:1253:		world[ch->in_room].type2 = build[type].type2;
building.c:1255:	/* ch->in_room is already set up, but we need to give it an exit */
building.c:1257:		CREATE(world[ch->in_room].dir_option[dir], struct room_direction_data, 1);
building.c:1258:		world[ch->in_room].dir_option[dir]->to_room = to_room;
building.c:1259:		world[ch->in_room].dir_option[dir]->exit_info = 0;
building.c:1260:		world[ch->in_room].dir_option[dir]->keyword = NULL;
building.c:1263:			CREATE(world[ch->in_room].dir_option[rev_dir[dir]], struct room_direction_data, 1);
building.c:1264:			world[ch->in_room].dir_option[rev_dir[dir]]->to_room = to_rev;
building.c:1265:			world[ch->in_room].dir_option[rev_dir[dir]]->exit_info = 0;
building.c:1266:			world[ch->in_room].dir_option[rev_dir[dir]]->keyword = NULL;
building.c:1270:		world[ch->in_room].building_entrance = rev_dir[dir];
building.c:1274:	GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1284:	if (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER3 || BUILDING_TYPE(ch->in_room) == BUILDING_SHIPYARD2 || BUILDING_TYPE(ch->in_room) == BUILDING_TUNNEL2)
building.c:1286:	else if (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER || BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER2) {
building.c:1287:		if ((BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER && GET_SCIENCE(ch) < 4) || (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER2 && GET_SCIENCE(ch) < 5))
building.c:1289:		else if (!CAN_USE_ROOM(ch, ch->in_room, 1))
building.c:1291:		else if (!IS_COMPLETE(ch->in_room))
building.c:1297:			GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1300:			if (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER)
building.c:1301:				world[ch->in_room].type = BUILDING_GUARD_TOWER2;
building.c:1303:				world[ch->in_room].type = BUILDING_GUARD_TOWER3;
building.c:1305:			world[ch->in_room].res.logs = 4;
building.c:1306:			world[ch->in_room].res.sticks = 30;
building.c:1307:			world[ch->in_room].res.rocks = 0;
building.c:1308:			world[ch->in_room].res.iron = 20 * (1+(BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER3));
building.c:1314:	else if (BUILDING_TYPE(ch->in_room) == BUILDING_SHIPYARD) {
building.c:1317:		else if (!CAN_USE_ROOM(ch, ch->in_room, 1))
building.c:1319:		else if (!IS_COMPLETE(ch->in_room))
building.c:1325:			GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1328:			world[ch->in_room].type = BUILDING_SHIPYARD2;
building.c:1330:			world[ch->in_room].res.logs = 75;
building.c:1331:			world[ch->in_room].res.sticks = 0;
building.c:1332:			world[ch->in_room].res.rocks = 0;
building.c:1333:			world[ch->in_room].res.iron = 35;
building.c:1339:	else if (BUILDING_TYPE(ch->in_room) == BUILDING_TUNNEL) {
building.c:1342:		else if (!CAN_USE_ROOM(ch, ch->in_room, 1))
building.c:1344:		else if (!IS_COMPLETE(ch->in_room))
building.c:1350:			GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1353:			world[ch->in_room].type = BUILDING_TUNNEL2;
building.c:1355:			world[ch->in_room].res.logs = 20;
building.c:1356:			world[ch->in_room].res.sticks = 0;
building.c:1357:			world[ch->in_room].res.rocks = 0;
building.c:1358:			world[ch->in_room].res.iron = 0;
building.c:1378:	for (c = world[ch->in_room].people; c; c = c->next_in_room)
building.c:1388:	else if (SECT(ch->in_room) != SECT_FIELD)
building.c:1392:	else if (!CAN_USE_ROOM(ch, ch->in_room, 1))
building.c:1394:	else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_HARVEST])
building.c:1398:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
building.c:1403:		SECT(ch->in_room) = SECT_SEEDED;
building.c:1404:		world[ch->in_room].type = GET_OBJ_VAL(obj, 1);
building.c:1406:		GET_BUILD_VALUE(ch->in_room) = 120;
building.c:1409:		GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1411:		msg_to_char(ch, "You begin planting %s here.\r\n", crops[(int) world[ch->in_room].type]);
building.c:1412:		sprintf(buf, "$n kneels and begins to plant %s here.", crops[(int) world[ch->in_room].type]);
building.c:1591:	int dir = -1, type, b, r = HOME_ROOM(ch->in_room);
building.c:1614:	if ((b = find_building_list_entry(ch->in_room, FIND_BUILD_NORMAL)) == -1)
building.c:1624:	else if (!CAN_USE_ROOM(ch, ch->in_room, 1))
building.c:1628:	else if (!subcmd && SECT(ch->in_room) != SECT_INSIDE && dir != world[ch->in_room].building_entrance)
building.c:1629:		msg_to_char(ch, "You may only designate %s from here.\r\n", dirs[(int) world[ch->in_room].building_entrance]);
building.c:1632:	else if (SECT(ch->in_room) != SECT_INSIDE && subcmd)
building.c:1636:	else if (!subcmd && world[ch->in_room].dir_option[dir] && world[ch->in_room].dir_option[dir]->to_room != NOWHERE)
building.c:1648:			new = ch->in_room;
building.c:1650:			if (!world[ch->in_room].dir_option[dir])
building.c:1651:				CREATE(world[ch->in_room].dir_option[dir], struct room_direction_data, 1);
building.c:1652:			world[ch->in_room].dir_option[dir]->to_room = (new = create_room(find_free_vnum()));
building.c:1653:			world[ch->in_room].dir_option[dir]->exit_info = 0;
building.c:1654:			world[ch->in_room].dir_option[dir]->keyword = NULL;
building.c:1657:			world[new].dir_option[rev_dir[dir]]->to_room = ch->in_room;
building.c:1665:		if (world[ch->in_room].type == RTYPE_STUDY)
building.c:1666:			for (o = world[ch->in_room].contents; o; o = o->next_content)
building.c:1703:		for (obj = ch->carrying; obj; obj = obj->next_content)
building.c:1713:		for (obj = ch->carrying; obj; obj = obj->next_content)
building.c:1723:		for (obj = ch->carrying; obj; obj = obj->next_content)
building.c:1733:		for (obj = ch->carrying; obj; obj = obj->next_content)
building.c:1758:		for (c = world[ch->in_room].people; c; c = c->next_in_room)
building.c:1874:			obj_to_room(obj, ch->in_room);
building.c:1884:		for (c = world[ch->in_room].people; c; c = c->next_in_room)
building.c:1912:	if (IS_DISMANTLING(ch->in_room)) {
building.c:1917:		GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1921:	if ((i = find_building_list_entry(ch->in_room, FIND_BUILD_NORMAL)) == -1) {
building.c:1926:	if (!CAN_USE_ROOM(ch, ch->in_room, 1)) {
building.c:1940:		if (HOME_ROOM(j) != ch->in_room)
building.c:1944:			obj_to_room(obj, ch->in_room);
building.c:1951:			char_to_room(targ, ch->in_room);
building.c:1955:	if (!IS_COMPLETE(ch->in_room)) {
building.c:1956:		world[ch->in_room].res.logs = (build[i].logs - world[ch->in_room].res.logs) / 2;
building.c:1957:		world[ch->in_room].res.sticks = (build[i].sticks - world[ch->in_room].res.sticks) / 2;
building.c:1958:		world[ch->in_room].res.rocks = (build[i].rocks - world[ch->in_room].res.rocks) / 2;
building.c:1959:		world[ch->in_room].res.iron = (build[i].iron - world[ch->in_room].res.iron) / 2;
building.c:1962:		world[ch->in_room].res.logs = build[i].logs / 2;
building.c:1963:		world[ch->in_room].res.sticks = build[i].sticks / 2;
building.c:1964:		world[ch->in_room].res.rocks = build[i].rocks / 2;
building.c:1965:		world[ch->in_room].res.iron = build[i].iron / 2;
building.c:1968:	IS_DISMANTLING(ch->in_room) = TRUE;
building.c:1971:	GET_ACTION_ROOM(ch) = ch->in_room;
building.c:1975:	process_dismantling(ch, ch->in_room);
building.c:1984:	for (i = 0, obj = ch->carrying; obj; obj = obj->next_content)
building.c:1987:	for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
building.c:1991:	if (!CAN_USE_ROOM(ch, ch->in_room, 1))
building.c:1997:	else if (SECT(ch->in_room) == SECT_ROAD && !world[ch->in_room].type) {
building.c:2001:				obj_to_room(obj, ch->in_room);
building.c:2007:		if (world[ch->in_room].type2 == 1)
building.c:2008:			SECT(ch->in_room) = SECT_DESERT;
building.c:2010:			SECT(ch->in_room) = SECT_FIELD;
building.c:2013:	else if (SECT(ch->in_room) != SECT_FIELD && SECT(ch->in_room) != SECT_DESERT)
building.c:2018:		for (i = 20, obj = ch->carrying; obj && i > 0; obj = next_obj) {
building.c:2025:		for (obj = world[ch->in_room].contents; obj && i > 0; obj = next_obj) {
building.c:2034:		world[ch->in_room].type = 0;
building.c:2035:		if (SECT(ch->in_room) == SECT_DESERT)
building.c:2036:			world[ch->in_room].type2 = 1;
building.c:2038:			world[ch->in_room].type2 = 0;
building.c:2039:		SECT(ch->in_room) = SECT_ROAD;
comm.c:521:	if (!ch->desc)
comm.c:532:		return (parse_color(str, ch->desc));
comm.c:551:						sprintf(i, "%d", world[ch->in_room].number);
comm.c:2171:	if (ch->desc && messg)
comm.c:2172:		SEND_TO_Q(messg, ch->desc);
comm.c:2186:	if (ch->desc)
comm.c:2187:		SEND_TO_Q(output, ch->desc);
comm.c:2359:		if (ch && ch->in_room != NOWHERE)
comm.c:2360:			to = world[ch->in_room].people;
db.c:1759:	ch->next = character_list;
db.c:2035:	if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0)
db.c:2040:	strncpy(st.host, ch->desc->host, HOST_LENGTH);
db.c:2074:	if (ch->player_specials == NULL)
db.c:2075:		CREATE(ch->player_specials, struct player_special_data, 1);
db.c:2080:	ch->player.short_descr = NULL;
db.c:2081:	ch->player.long_descr = NULL;
db.c:2083:	ch->player.title = str_dup(st->title);
db.c:2084:	if (*ch->player.title == '\0')
db.c:2085:		ch->player.title = NULL;
db.c:2087:	ch->player.prompt = str_dup(st->prompt);
db.c:2088:	if (*ch->player.prompt == '\0')
db.c:2089:		ch->player.prompt = NULL;
db.c:2091:	ch->player.poofin = str_dup(st->poofin);
db.c:2092:	if (*ch->player.poofin == '\0')
db.c:2093:		ch->player.poofin = NULL;
db.c:2095:	ch->player.poofout = str_dup(st->poofout);
db.c:2096:	if (*ch->player.poofout == '\0')
db.c:2097:		ch->player.poofout = NULL;
db.c:2099:	ch->player.email = str_dup(st->email);
db.c:2100:	if (!*ch->player.email)
db.c:2101:		ch->player.email = NULL;
db.c:2103:	ch->player.lastname = str_dup(st->lastname);
db.c:2104:	if (*ch->player.lastname == '\0')
db.c:2105:		ch->player.lastname = NULL;
db.c:2108:	strcpy(ch->prev_host, st->host);
db.c:2109:	ch->prev_logon = st->last_logon;
db.c:2111:	ch->player.time.birth = st->birth;
db.c:2112:	ch->player.time.played = st->played;
db.c:2113:	ch->player.time.logon = time(0);
db.c:2115:	ch->player.weight = st->weight;
db.c:2116:	ch->player.height = st->height;
db.c:2118:	ch->real_abils = st->abilities;
db.c:2119:	ch->aff_abils = st->abilities;
db.c:2120:	ch->points = st->points;
db.c:2121:	ch->char_specials.saved = st->char_specials_saved;
db.c:2122:	ch->player_specials->saved = st->player_specials_saved;
db.c:2125:	ch->char_specials.carry_weight = 0;
db.c:2126:	ch->char_specials.carry_items = 0;
db.c:2128:	if (ch->player.name == NULL)
db.c:2129:		CREATE(ch->player.name, char, strlen(st->name) + 1);
db.c:2130:	strcpy(ch->player.name, st->name);
db.c:2131:	strcpy(ch->player.passwd, st->pwd);
db.c:2168:	for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) {
db.c:2191:	while (ch->affected)
db.c:2192:		affect_remove(ch, ch->affected);
db.c:2197:	ch->aff_abils = ch->real_abils;
db.c:2199:	st->birth = ch->player.time.birth;
db.c:2200:	st->played = ch->player.time.played;
db.c:2201:	st->played += (long) (time(0) - ch->player.time.logon);
db.c:2204:	ch->player.time.played = st->played;
db.c:2205:	ch->player.time.logon = time(0);
db.c:2212:	st->abilities = ch->real_abils;
db.c:2213:	st->points = ch->points;
db.c:2214:	st->char_specials_saved = ch->char_specials.saved;
db.c:2215:	st->player_specials_saved = ch->player_specials->saved;
db.c:2222:	if (ch->player.prompt)
db.c:2223:		strcpy(st->prompt, ch->player.prompt);
db.c:2227:	if (ch->player.poofin)
db.c:2228:		strcpy(st->poofin, ch->player.poofin);
db.c:2232:	if (ch->player.poofout)
db.c:2233:		strcpy(st->poofout, ch->player.poofout);
db.c:2237:	if (ch->player.email)
db.c:2238:		strcpy(st->email, ch->player.email);
db.c:2242:	if (ch->player.lastname)
db.c:2243:		strcpy(st->lastname, ch->player.lastname);
db.c:2352:	if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) {
db.c:2357:		free(ch->player_specials);
db.c:2371:		if (ch->player.title)
db.c:2372:			free(ch->player.title);
db.c:2373:		if (ch->player.lastname)
db.c:2374:			free(ch->player.lastname);
db.c:2375:		if (ch->player.prompt);
db.c:2376:			free(ch->player.prompt);
db.c:2377:		if (ch->player.short_descr)
db.c:2378:			free(ch->player.short_descr);
db.c:2379:		if (ch->player.long_descr)
db.c:2380:			free(ch->player.long_descr);
db.c:2384:		if (ch->player.name && ch->player.name != mob_proto[i].player.name)
db.c:2385:			free(ch->player.name);
db.c:2386:		if (ch->player.title && ch->player.title != mob_proto[i].player.title)
db.c:2387:			free(ch->player.title);
db.c:2388:		if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr)
db.c:2389:			free(ch->player.short_descr);
db.c:2390:		if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr)
db.c:2391:			free(ch->player.long_descr);
db.c:2392:		if (ch->player.prompt && ch->player.prompt != mob_proto[i].player.prompt)
db.c:2393:			free(ch->player.prompt);
db.c:2394:		if (ch->player.poofin && ch->player.poofin != mob_proto[i].player.poofin)
db.c:2395:			free(ch->player.poofin);
db.c:2396:		if (ch->player.poofout && ch->player.poofout != mob_proto[i].player.poofout)
db.c:2397:			free(ch->player.poofout);
db.c:2398:		if (ch->player.email && ch->player.email != mob_proto[i].player.email)
db.c:2399:			free(ch->player.email);
db.c:2401:	while (ch->affected)
db.c:2402:		affect_remove(ch, ch->affected);
db.c:2404:	if (ch->desc)
db.c:2405:		ch->desc->character = NULL;
db.c:2466:	ch->followers = NULL;
db.c:2467:	ch->master = NULL;
db.c:2468:	ch->in_room = NOWHERE;
db.c:2469:	ch->carrying = NULL;
db.c:2470:	ch->next = NULL;
db.c:2471:	ch->next_fighting = NULL;
db.c:2472:	ch->next_in_room = NULL;
db.c:2475:	ch->char_specials.position = POS_STANDING;
db.c:2476:	ch->char_specials.carry_weight = 0;
db.c:2477:	ch->char_specials.carry_items = 0;
db.c:2490:	ch->in_room = NOWHERE;
db.c:2517:	if (ch->player_specials == NULL)
db.c:2518:		CREATE(ch->player_specials, struct player_special_data, 1);
db.c:2527:		ch->real_abils.strength = att_max(ch);
db.c:2528:		ch->real_abils.dexterity = att_max(ch);
db.c:2529:		ch->real_abils.stamina = att_max(ch);
db.c:2531:		ch->real_abils.charisma = att_max(ch);
db.c:2532:		ch->real_abils.manipulation = att_max(ch);
db.c:2533:		ch->real_abils.appearance = att_max(ch);
db.c:2535:		ch->real_abils.perception = att_max(ch);
db.c:2536:		ch->real_abils.intelligence = att_max(ch);
db.c:2537:		ch->real_abils.wits = att_max(ch);
db.c:2544:	ch->points.damage = 0;
db.c:2545:	ch->points.max_move = 100;
db.c:2546:	ch->points.move = GET_MAX_MOVE(ch);
db.c:2549:	ch->player.short_descr = NULL;
db.c:2550:	ch->player.long_descr = NULL;
db.c:2551:	ch->player.prompt = NULL;
db.c:2552:	ch->player.poofin = NULL;
db.c:2553:	ch->player.poofout = NULL;
db.c:2555:		ch->player.email = NULL;
db.c:2557:	ch->player.time.birth = time(0);
db.c:2558:	ch->player.time.played = 0;
db.c:2559:	ch->player.time.logon = time(0);
db.c:2561:	ch->points.blood = GET_MAX_BLOOD(ch);
db.c:2562:	ch->points.willpower = ch->points.max_willpower;
db.c:2569:	ch->char_specials.saved.affected_by = 0;
empire.c:453:	for (ch = character_list; ch; ch = ch->next)
empire.c:587:	else if (world[ch->in_room].owner == l)
empire.c:589:	else if (SECT(ch->in_room) == SECT_WASTELAND || SECT(ch->in_room) == SECT_TOWER_OF_SOULS)
empire.c:593:	else if (world[ch->in_room].owner == -1)
empire.c:595:	else if (world[ch->in_room].owner)
empire.c:597:	else if (SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER)
empire.c:599:	else if (HOME_ROOM(ch->in_room) != ch->in_room)
empire.c:601:	else if (empire[e].haven != NOWHERE && IS_HAVEN(ch->in_room))
empire.c:607:		world[ch->in_room].owner = l;
empire.c:609:		if (SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) {
empire.c:611:				if (world[i].home_room == world[ch->in_room].number)
empire.c:626:	if ((e = real_empire(world[ch->in_room].owner)) != real_empire(GET_LOYALTY(ch)))
empire.c:631:		if (IS_HAVEN(ch->in_room))
empire.c:634:		if (SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) {
empire.c:636:				if (world[i].home_room == world[ch->in_room].number)
empire.c:644:		world[ch->in_room].owner = 0;
empire.c:676:	else if ((*argument ? (rnum = HOME_ROOM(find_target_room(ch, argument))) : (rnum = HOME_ROOM(ch->in_room))) == NOWHERE)
empire.c:681:		msg_to_char(ch, "You don't even own %s acre.\r\n", rnum == ch->in_room ? "this" : "that");
empire.c:1077:		next_ch = ch->next_in_room;
empire.c:1088:		if (!((m = ch->master) && AFF_FLAGGED(ch, AFF_PARTY) && AFF_FLAGGED(m, AFF_PARTY)))
empire.c:1451:	page_string(ch->desc, buf1, 1);
empire.c:1660:	if (world[ch->in_room].home_room != NOWHERE)
empire.c:1666:	else if (world[ch->in_room].owner == -1 * GET_LOYALTY(ch)) {
empire.c:1667:		world[ch->in_room].owner = GET_LOYALTY(ch);
empire.c:1670:	else if (world[ch->in_room].owner == GET_LOYALTY(ch)) {
empire.c:1671:		world[ch->in_room].owner = -1 * GET_LOYALTY(ch);
fight.c:113:	playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0);
fight.c:149:		if (CAN_USE_ROOM(ch, ch->in_room, 1) && !CAN_USE_ROOM(victim, victim->in_room, 0))
fight.c:252:	ch->next_fighting = combat_list;
fight.c:268:		next_combat_list = ch->next_fighting;
fight.c:271:	ch->next_fighting = NULL;
fight.c:290:	corpse->contains = ch->carrying;
fight.c:296:	if (ch->in_room != NOWHERE)
fight.c:300:				obj_to_room(o, ch->in_room);
fight.c:308:	ch->carrying = NULL;
fight.c:321:	if ((SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE) && (IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room))) {
fight.c:324:				send_to_room("Your blood freezes as you hear someone's death cry.\r\n", world[ch->in_room].dir_option[door]->to_room);
fight.c:327:		send_to_room("Your blood freezes as you hear someone's death cry.\r\n", real_shift(ch->in_room, shift_dir[door][0], shift_dir[door][1]));
fight.c:358:	while (ch->affected)
fight.c:359:		affect_remove(ch, ch->affected);
fight.c:366:		while (ch->carrying)
fight.c:367:			obj_to_room(ch->carrying, ch->in_room);
fight.c:370:		obj_to_room(make_corpse(ch), ch->in_room);
fight.c:479:	if (ch->desc) {
fight.c:591:		sprintf(output, msg, PERS(ch, ch, 1), buf, X_COORD(ch->in_room), Y_COORD(ch->in_room));
fight.c:594:		sprintf(output, msg, PERS(ch, ch, 1), X_COORD(ch->in_room), Y_COORD(ch->in_room));
fight.c:920:	if (ch->in_room != victim->in_room) {
fight.c:1108:		next_combat_list = ch->next_fighting;
fight.c:1110:		if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) {
fight.c:1122:			for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
fight.c:1123:				if (AFF_FLAGGED(vict, AFF_PARTY) && ((vict->master ? vict->master : vict) == (ch->master ? ch->master : ch)) && FIGHTING(ch) != vict && !FIGHTING(vict)) {
fight.c:1158:				if (FIGHTING(ch) && ch->in_room == FIGHTING(ch)->in_room) {
fight.c:1179:	for (ch = combat_list; ch; ch = ch->next_fighting)
fight.c:1180:		if (ch->desc && FIGHTING(ch) && FIGHTING(ch)->in_room == ch->in_room)
fight.c:1207:			for (opponent = world[ch->in_room].people; opponent && (FIGHTING(opponent) != helpee); opponent = opponent->next_in_room);
fight.c:1240:	else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict))
fight.c:1253:		if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict))
fight.c:1284:	else if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master == vict)
fight.c:1291:		if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict))
fight.c:1368:			org_room = ch->in_room;
fight.c:1370:			for (k = ch->followers; k; k = k->next) {
fight.c:1398:		to_room = real_shift(ch->in_room, shift_dir[attempt][0], shift_dir[attempt][1]);
fight.c:1399:		if (((SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_BUILDING) && CAN_GO(ch, attempt)) || (((SECT(to_room) != SECT_MOUNTAIN && SECT(to_room) != SECT_OCEAN && SECT(to_room) != SECT_RIVER) || GET_RIDING(ch)) && SECT(to_room) != SECT_BUILDING && SECT(to_room) != SECT_MULTI)) {
fight.c:1430:		if (FIGHTING(ch) && ch->in_room == FIGHTING(ch)->in_room)
fight.c:1474:			if (ch->in_room == vict->in_room)
fight.c:1505:	for (tmp_ch = world[ch->in_room].people; tmp_ch && (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
fight.c:1552:		if (FIGHTING(ch) && ch->in_room == FIGHTING(ch)->in_room)
fight.c:1597:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
fight.c:1601:	else if (SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MULTI) {
fight.c:1610:		if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_MOUNTAIN)
fight.c:1612:		else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_BUILDING || SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_MONUMENT_CLOSED || SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_MULTI) {
fight.c:1613:			if (world[real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])].building_entrance != dir)
fight.c:1616:				to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]);
fight.c:1619:			to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]);
fight.c:1652:	for (catapult = world[ch->in_room].contents; catapult; catapult = catapult->next_content)
fight.c:1666:	else if ((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE)
fight.c:1670:	else if (SECT(ch->in_room) == SECT_FOREST_3 || SECT(ch->in_room) == SECT_FOREST_4)
fight.c:1672:	else if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE)
fight.c:1674:	else if (SECT(ch->in_room) == SECT_BARRIER)
fight.c:1791:	else if (!(stake = get_obj_in_list_num(real_object(o_STAKE), ch->carrying)))
handler.c:184:			ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
handler.c:232:	for (af = ch->affected; af; af = af->next)
handler.c:235:	ch->aff_abils = ch->real_abils;
handler.c:246:	for (af = ch->affected; af; af = af->next)
handler.c:279:	affected_alloc->next = ch->affected;
handler.c:280:	ch->affected = affected_alloc;
handler.c:309:	if (ch->affected == NULL)
handler.c:313:	REMOVE_FROM_LIST(af, ch->affected, next);
handler.c:341:	for (hjp = ch->affected; hjp; hjp = next) {
handler.c:368:	for (hjp = ch->affected; hjp; hjp = hjp->next)
handler.c:391:	for (hjp = ch->affected; !found && hjp; hjp = hjp->next) {
handler.c:421:	if (ch == NULL || ch->in_room == NOWHERE) {
handler.c:434:			world[ch->in_room].light--;
handler.c:435:	for (obj = ch->carrying; obj; obj = obj->next_content)
handler.c:437:			world[ch->in_room].light--;
handler.c:439:	REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room);
handler.c:440:	ch->in_room = NOWHERE;
handler.c:441:	ch->next_in_room = NULL;
handler.c:453:		if (ch->in_room != NOWHERE)
handler.c:456:		ch->next_in_room = world[room].people;
handler.c:458:		ch->in_room = room;
handler.c:463:		for (obj = ch->carrying; obj; obj = obj->next_content)
handler.c:475:		char_to_room(GET_RIDING(ch), ch->in_room);
handler.c:496:		object->next_content = ch->carrying;
handler.c:497:		ch->carrying = object;
handler.c:503:		if (ch->in_room != NOWHERE && OBJ_FLAGGED(object, ITEM_LIGHT))
handler.c:504:			world[ch->in_room].light++;
handler.c:558:	if (ch->in_room != NOWHERE && OBJ_FLAGGED(obj, ITEM_LIGHT))
handler.c:559:		world[ch->in_room].light++;
handler.c:580:	if (ch->in_room != NOWHERE && OBJ_FLAGGED(obj, ITEM_LIGHT))
handler.c:581:		world[ch->in_room].light--;
handler.c:830:	if (!IS_NPC(ch) && !ch->desc) {
handler.c:835:	if (ch->in_room == NOWHERE) {
handler.c:839:	if (ch->followers || ch->master)
handler.c:843:	if (ch->desc) {
handler.c:844:		if (ch->desc->snooping) {
handler.c:845:			ch->desc->snooping->snoop_by = NULL;
handler.c:846:			ch->desc->snooping = NULL;
handler.c:848:		if (ch->desc->snoop_by) {
handler.c:849:			SEND_TO_Q("Your victim is no longer among us.\r\n", ch->desc->snoop_by);
handler.c:850:			ch->desc->snoop_by->snooping = NULL;
handler.c:851:			ch->desc->snoop_by = NULL;
handler.c:855:	while (ch->carrying) {
handler.c:856:		obj = ch->carrying;
handler.c:858:		obj_to_room(obj, ch->in_room);
handler.c:864:			obj_to_room(unequip_char(ch, i), ch->in_room);
handler.c:880:	if (ch->desc && ch->desc->original)
handler.c:892:	if (!freed && ch->desc != NULL) {
handler.c:893:		STATE(ch->desc) = CON_MENU;
handler.c:895:		SEND_TO_Q(MENU, ch->desc);
handler.c:917:		if (IS_SET(inroom, FIND_CHAR_ROOM) && i->in_room != ch->in_room)
handler.c:947:	for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room)
handler.c:1012:	if ((i = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL)
handler.c:1016:	if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL)
handler.c:1091:		if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL)
handler.c:1095:		if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL)
interpreter.c:1057:	ch->next = character_list;
interpreter.c:1389:		next_ch = ch->next;
interpreter.c:1397:		if (ch->desc)
interpreter.c:1412:		if (ch->in_room != NOWHERE)
limits.c:82:		if (ROOM_TYPE(ch->in_room) == RTYPE_BEDROOM)
limits.c:173:	ch->char_specials.timer++;
limits.c:175:	if ((ch->desc && ch->char_specials.timer > idle_rent_time) || (!ch->desc && ch->char_specials.timer > idle_linkdead_rent_time)) {
limits.c:176:		if (ch->desc) {
limits.c:177:			STATE(ch->desc) = CON_DISCONNECT;
limits.c:178:			ch->desc->character = NULL;
limits.c:179:			ch->desc = NULL;
limits.c:207:	if (!ch->desc || FIGHTING(ch) || IS_GOD(ch) || IS_IMMORTAL(ch))
limits.c:214:		if (SECT(ch->in_room) == encounters[i].sect && number(1, 100) <= encounters[i].chance) {
limits.c:215:			char_to_room((mob = read_mobile(encounters[i].vnum, VIRTUAL)), ch->in_room);
limits.c:261:	for (ch = character_list; ch; ch = ch->next) {
limits.c:386:		switch (SECT(ch->in_room)) {
limits.c:398:				if (!IS_COMPLETE(ch->in_room))
limits.c:413:		if (IS_VAMPIRE(ch) && !IS_GOD(ch) && !IS_IMMORTAL(ch) && weather_info.sunlight != SUN_DARK && !ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_DARK) && dam)
mail.c:503:			string_write(ch->desc, write, MAX_MAIL_SIZE, recipient, NULL);
mobact.c:35:		next_ch = ch->next;
mobact.c:44:		if ((HAS_INFRA(ch) || !IS_DARK(ch->in_room)) && !MOB_FLAGGED(ch, MOB_SENTINEL) && GET_POS(ch) == POS_STANDING && SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_MONUMENT_CLOSED && SECT(ch->in_room) != SECT_INSIDE)
mobact.c:47:					if (IS_SET(MOB_SECTS(ch), (1 << SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])))))
mobact.c:52:			for (found = FALSE, vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
mobact.c:65:			for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
objsave.c:598:	if (!Crash_save(ch->carrying, fp, 0)) {
objsave.c:602:	Crash_restore_weight(ch->carrying);
objsave.c:623:	Crash_extract_norents(ch->carrying);
objsave.c:640:	if (!Crash_save(ch->carrying, fp, 0)) {
objsave.c:646:	Crash_extract_objs(ch->carrying);
olc.c:129:	if (SECT(ch->in_room) == SECT_INSIDE)
olc.c:137:		if (SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI)
olc.c:146:		SECT(ch->in_room) = terrain_types[i].sect;
olc.c:147:		world[ch->in_room].type = terrain_types[i].type;
olc.c:148:		world[ch->in_room].type2 = terrain_types[i].type2;
olc.c:149:		world[ch->in_room].base_affects = 0;
olc.c:150:		world[ch->in_room].affects = world[ch->in_room].base_affects;
olc.c:152:		world[ch->in_room].res.logs = 0;
olc.c:153:		world[ch->in_room].res.rocks = 0;
olc.c:154:		world[ch->in_room].res.iron = 0;
olc.c:155:		world[ch->in_room].res.sticks = 0;
olc.c:156:		IS_DISMANTLING(ch->in_room) = FALSE;
olc.c:158:		if (world[ch->in_room].name) {
olc.c:159:			free(world[ch->in_room].name);
olc.c:160:			world[ch->in_room].name = NULL;
olc.c:163:		if (world[ch->in_room].description) {
olc.c:164:			free(world[ch->in_room].description);
olc.c:165:			world[ch->in_room].description = NULL;
olc.c:168:		if (world[ch->in_room].icon) {
olc.c:169:			free(world[ch->in_room].icon);
olc.c:170:			world[ch->in_room].icon = NULL;
olc.c:180:	if (IS_DISMANTLING(ch->in_room)) {
olc.c:185:	world[ch->in_room].res.logs = 0;
olc.c:186:	world[ch->in_room].res.rocks = 0;
olc.c:187:	world[ch->in_room].res.iron = 0;
olc.c:188:	world[ch->in_room].res.sticks = 0;
olc.c:195:	if (world[ch->in_room].owner == -1) {
olc.c:196:		world[ch->in_room].owner = 0;
olc.c:200:		world[ch->in_room].owner = -1;
olc.c:224:		if (world[ch->in_room].name) {
olc.c:225:			free(world[ch->in_room].name);
olc.c:226:			world[ch->in_room].name = NULL;
olc.c:231:		world[ch->in_room].name = str_dup(argument);
olc.c:258:	if (SECT(ch->in_room) == SECT_INSIDE)
olc.c:261:		if (world[ch->in_room].icon) {
olc.c:262:			free(world[ch->in_room].icon);
olc.c:263:			world[ch->in_room].icon = NULL;
olc.c:276:		world[ch->in_room].icon = str_dup(argument);
olc.c:292:	else if (SECT(ch->in_room) != SECT_INSIDE)
olc.c:298:					if (world[r].dir_option[d] && world[r].dir_option[d]->to_room == ch->in_room) {
olc.c:304:		r = ch->in_room;
olc.c:305:		d = HOME_ROOM(ch->in_room);
olc.c:306:		for (c = world[ch->in_room].people; c; c = next_c) {
olc.c:325:		if (world[ch->in_room].description) {
olc.c:326:			free(world[ch->in_room].description);
olc.c:327:			world[ch->in_room].description = NULL;
olc.c:334:		ch->desc->backstr = NULL;
olc.c:335:		if (world[ch->in_room].description) {
olc.c:336:			msg_to_char(ch, world[ch->in_room].description);
olc.c:337:			ch->desc->backstr = str_dup(world[ch->in_room].description);
olc.c:339:		ch->desc->str = &(world[ch->in_room].description);
olc.c:340:		ch->desc->max_str = MAX_ROOM_DESCRIPTION;
olc.c:341:		ch->desc->mail_to = 0;
olc.c:342:		if (world[ch->in_room].description)
olc.c:343:			ch->desc->storage = str_dup(world[ch->in_room].description);
olc.c:345:			ch->desc->storage = NULL;
olc.c:348:		STATE(ch->desc) = CON_EDIT_DESCRIPTION;
olc.c:371:	if (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE && SECT(ch->in_room) != SECT_MULTI)
olc.c:388:			world[HOME_ROOM(ch->in_room)].inside_rooms++;
olc.c:391:			world[to_room].home_room = world[HOME_ROOM(ch->in_room)].number;
olc.c:392:			world[to_room].owner = world[HOME_ROOM(ch->in_room)].owner;
olc.c:395:		CREATE(world[ch->in_room].dir_option[dir], struct room_direction_data, 1);
olc.c:396:		world[ch->in_room].dir_option[dir]->exit_info = 0;
olc.c:397:		world[ch->in_room].dir_option[dir]->keyword = NULL;
olc.c:398:		world[ch->in_room].dir_option[dir]->to_room = to_room;
olc.c:403:		world[to_room].dir_option[rev]->to_room = ch->in_room;
olc.c:471:	if (SECT(ch->in_room) != SECT_INSIDE)
olc.c:479:		world[ch->in_room].type = room_types[i].type;
ships.c:241:	if (!(obj = get_obj_in_list_num(real_object(os_HELM), world[ch->in_room].contents)))
ships.c:245:	else if (!CAN_USE_ROOM(ch, HOME_ROOM(ch->in_room), 1) && ww_dice(GET_DEXTERITY(ch) + GET_LARCENY(ch), 7) <= 0)
ships.c:308:	room_rnum was_in = ch->in_room;
ships.c:316:	else if (!(ship = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
ships.c:324:	else if (GET_LEADING(ch) && GET_LEADING(ch)->in_room == ch->in_room && (leading = GET_LEADING(ch)) && BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS)
ships.c:344:		for (k = ch->followers; k; k = k->next)
ships.c:359:	Object ship = world[ch->in_room].boat;
ships.c:361:	room_rnum was_in = ch->in_room;
ships.c:368:	else if (GET_LEADING(ch) && GET_LEADING(ch)->in_room == ch->in_room && (leading = GET_LEADING(ch)) && BUILDING_TYPE(ship->in_room) != BUILDING_DOCKS)
ships.c:384:		for (k = ch->followers; k; k = k->next)
ships.c:392:		if (BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS)
ships.c:430:	for (ship = world[ch->in_room].contents; ship; ship = ship->next_content)
ships.c:461:		for (c = world[ch->in_room].people; c; c = c->next_in_room)
ships.c:472:	for (ship = world[ch->in_room].contents; ship; ship = ship->next_content)
ships.c:481:	if ((BUILDING_TYPE(ch->in_room) != BUILDING_SHIPYARD && BUILDING_TYPE(ch->in_room) != BUILDING_SHIPYARD2) || !IS_COMPLETE(ch->in_room))
ships.c:503:		GET_ACTION_ROOM(ch) = ch->in_room;
ships.c:506:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
ships.c:508:	else if (ship_data[i].advanced && BUILDING_TYPE(ch->in_room) != BUILDING_SHIPYARD2)
ships.c:511:		ship = create_ship(ship_data[i].vnum, get_id_by_empire(ch), ch->in_room);
ships.c:516:		GET_ACTION_ROOM(ch) = ch->in_room;
ships.c:581:	if (BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS)
ships.c:583:	else if (!IS_COMPLETE(ch->in_room))
ships.c:587:	else if (!(ship = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
ships.c:591:	else if (*buf && !(to_load = get_obj_in_list_vis(ch, buf, ch->carrying)) && !(to_load = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)))
ships.c:609:				if ((val = load_all_objs_to_boat(ch, ch->in_room, i, ship)) == 1)
ships.c:672:	if (BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS)
ships.c:674:	else if (!IS_COMPLETE(ch->in_room))
ships.c:678:	else if (!(ship = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
ships.c:689:			if ((val = perform_unload_boat(ch, i, ch->in_room, ship)) < 0)
skills.c:98:				d[0] = X_COORD(HOME_ROOM(ch->in_room)) - X_COORD(HOME_ROOM(i->in_room));
skills.c:99:				d[1] = Y_COORD(HOME_ROOM(ch->in_room)) - Y_COORD(HOME_ROOM(i->in_room));
skills.c:125:	if (SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER) {
skills.c:129:	if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE) {
skills.c:176:	in_room = ch->in_room;
skills.c:198:	if (SECT(real_shift(in_room, s[X], s[Y])) == SECT_OCEAN || SECT(real_shift(ch->in_room, s[X], s[Y])) == SECT_RIVER) {
skills.c:337:	switch (SECT(ch->in_room)) {
skills.c:366:	for (c = world[ch->in_room].people; c; c = c->next_in_room)
skills.c:373:	if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MONUMENT_OPEN || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_MULTI)
skills.c:397:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.c:399:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_MILL)
skills.c:403:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:410:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:431:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.c:433:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_BAKER && ROOM_TYPE(ch->in_room) != RTYPE_KITCHEN)
skills.c:437:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:444:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:460:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.c:669:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE)
skills.c:671:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:686:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:714:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.c:716:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_POTTER)
skills.c:746:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE)
skills.c:748:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:750:	else if (!IS_COMPLETE(ch->in_room))
skills.c:752:	else if (world[ch->in_room].spare <= 0)
skills.c:754:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE)
skills.c:762:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:798:	if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
skills.c:844:		msg_to_char(ch, "You stop harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]);
skills.c:850:	else if (SECT(ch->in_room) != SECT_CROP)
skills.c:852:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:854:	else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_HARVEST])
skills.c:860:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:862:		if (GET_BUILD_VALUE(ch->in_room) == 0)
skills.c:863:			GET_BUILD_VALUE(ch->in_room) = 40;
skills.c:864:		msg_to_char(ch, "You begin harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]);
skills.c:880:			(SECT(ch->in_room) == SECT_RIVER || SECT(ch->in_room) == SECT_OCEAN ||
skills.c:881:			SECT(ch->in_room) == SECT_ROAD || SECT(ch->in_room) == SECT_MONUMENT_CLOSED ||
skills.c:882:			SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_INSIDE ||
skills.c:883:			SECT(ch->in_room) == SECT_MULTI ||
skills.c:884:			SECT(ch->in_room) == SECT_TOWER_OF_SOULS || SECT(ch->in_room) == SECT_WASTELAND ||
skills.c:885:			SECT(ch->in_room) == SECT_MONUMENT_OPEN)
skills.c:888:			&& (BUILDING_TYPE(ch->in_room) != BUILDING_MINE)
skills.c:891:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:896:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:912:	else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1&& (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT))
skills.c:914:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:919:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:934:	else if (SECT(ch->in_room) != SECT_FIELD && (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT))
skills.c:936:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:941:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:956:	else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1)
skills.c:958:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:960:	else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_CHOP])
skills.c:968:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:970:		if (GET_BUILD_VALUE(ch->in_room) == 0)
skills.c:971:			GET_BUILD_VALUE(ch->in_room) = 30;
skills.c:996:	else if ((dir = parse_direction(buf)) < 0 || (to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE)
skills.c:998:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:1000:	else if ((SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) && !CAN_GO(ch, dir))
skills.c:1002:	else if (SECT(ch->in_room) == SECT_MOUNTAIN || SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER)
skills.c:1014:	else if (SECT(to_room) == SECT_BUILDING && world[real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])].type != BUILDING_STABLE)
skills.c:1018:	else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_INSIDE)
skills.c:1025:				char_to_room(victim, ch->in_room);
skills.c:1040:		if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_OCEAN)
skills.c:1042:		else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_RIVER)
skills.c:1045:	if (!type && SECT(ch->in_room) == SECT_OCEAN)
skills.c:1047:	if (!type && SECT(ch->in_room) == SECT_RIVER)
skills.c:1061:	else if (SECT(ch->in_room) == SECT_MOUNTAIN)
skills.c:1071:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:1149:	else if (!(obj[0] = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.c:1151:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE)
skills.c:1153:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:1177:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:1209:	if (BUILDING_TYPE(ch->in_room) != BUILDING_GLASS)
skills.c:1211:	else if (!IS_COMPLETE(ch->in_room))
skills.c:1213:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:1236:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:1251:	if (BUILDING_TYPE(ch->in_room) != BUILDING_STABLE)
skills.c:1253:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:1263:	else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying)))
skills.c:1292:	if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY)
skills.c:1294:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:1298:	else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
skills.c:1304:	else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying)))
skills.c:1333:	if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY)
skills.c:1335:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:1339:	else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
skills.c:1349:			obj_to_room(wax, ch->in_room);
skills.c:1374:	else if (SECT((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]))) != SECT_BUILDING && SECT(to_room) != SECT_MULTI)
skills.c:1376:	else if (SECT(ch->in_room) == SECT_INSIDE)
skills.c:1416:	else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying)))
skills.c:1418:	else if (!is_entrance(ch->in_room))
skills.c:1462:	else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying)))
skills.c:1514:	else if (!(cart = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)))
skills.c:1520:	else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying)))
skills.c:1578:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_CARPENTER)
skills.c:1580:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.c:1591:			obj_to_room(obj, ch->in_room);
skills.c:1657:	else if (!(obj = get_obj_in_list_num(real_object(craft_data[i].from), ch->carrying)) && !(obj = get_obj_in_list_num(real_object(craft_data[i].from), world[ch->in_room].contents)))
skills.c:1691:	else if (!(target = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.c:1714:		if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER)
skills.c:1732:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:1773:	else if (!CAN_USE_ROOM(ch, ch->in_room, 1))
skills.c:1777:	else if (SECT(ch->in_room) == SECT_TRENCH && GET_BUILD_VALUE(ch->in_room) < 0) {
skills.c:1781:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:1784:	else if (SECT(ch->in_room) == SECT_TRENCH)
skills.c:1786:	else if (SECT(ch->in_room) != SECT_FIELD && SECT(ch->in_room) != SECT_DESERT)
skills.c:1788:	else if (is_entrance(ch->in_room))
skills.c:1795:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.c:1799:		GET_BUILD_VALUE(ch->in_room) = -300;
skills.c:1800:		SECT(ch->in_room) = SECT_TRENCH;
skills.c:1813:	else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room))
skills.c:1820:		for (targ = world[ch->in_room].people; targ; targ = targ->next_in_room) {
skills.c:1859:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.ct:98:				d[0] = X_COORD(HOME_ROOM(ch->in_room)) - X_COORD(HOME_ROOM(i->in_room));
skills.ct:99:				d[1] = Y_COORD(HOME_ROOM(ch->in_room)) - Y_COORD(HOME_ROOM(i->in_room));
skills.ct:125:	if (SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER) {
skills.ct:129:	if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE) {
skills.ct:176:	in_room = ch->in_room;
skills.ct:198:	if (SECT(real_shift(in_room, s[X], s[Y])) == SECT_OCEAN || SECT(real_shift(ch->in_room, s[X], s[Y])) == SECT_RIVER) {
skills.ct:337:	switch (SECT(ch->in_room)) {
skills.ct:366:	for (c = world[ch->in_room].people; c; c = c->next_in_room)
skills.ct:373:	if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MONUMENT_OPEN || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_MULTI)
skills.ct:397:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.ct:399:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_MILL)
skills.ct:403:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:410:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:431:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.ct:433:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_BAKER && ROOM_TYPE(ch->in_room) != RTYPE_KITCHEN)
skills.ct:437:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:444:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:460:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.ct:486:	for (obj = ch->carrying; obj; obj = obj->next_content)
skills.ct:490:	for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
skills.ct:501:	for (o = ch->carrying; o && remaining > 0; o = o2) {
skills.ct:509:	for (o = world[ch->in_room].contents; o && remaining > 0; o = o2) {
skills.ct:686:	for (obj = ch->carrying; obj; obj = obj->next_content)
skills.ct:705:	for (obj = ch->carrying; obj; obj = next_obj) {
skills.ct:753:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE)
skills.ct:755:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:770:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:798:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.ct:800:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_POTTER)
skills.ct:830:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE)
skills.ct:832:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:834:	else if (!IS_COMPLETE(ch->in_room))
skills.ct:836:	else if (world[ch->in_room].spare <= 0)
skills.ct:838:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE)
skills.ct:846:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:882:	if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
skills.ct:928:		msg_to_char(ch, "You stop harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]);
skills.ct:934:	else if (SECT(ch->in_room) != SECT_CROP)
skills.ct:936:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:938:	else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_HARVEST])
skills.ct:944:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:946:		if (GET_BUILD_VALUE(ch->in_room) == 0)
skills.ct:947:			GET_BUILD_VALUE(ch->in_room) = 40;
skills.ct:948:		msg_to_char(ch, "You begin harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]);
skills.ct:964:			(SECT(ch->in_room) == SECT_RIVER || SECT(ch->in_room) == SECT_OCEAN ||
skills.ct:965:			SECT(ch->in_room) == SECT_ROAD || SECT(ch->in_room) == SECT_MONUMENT_CLOSED ||
skills.ct:966:			SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_INSIDE ||
skills.ct:967:			SECT(ch->in_room) == SECT_MULTI ||
skills.ct:968:			SECT(ch->in_room) == SECT_TOWER_OF_SOULS || SECT(ch->in_room) == SECT_WASTELAND ||
skills.ct:969:			SECT(ch->in_room) == SECT_MONUMENT_OPEN)
skills.ct:972:			&& (BUILDING_TYPE(ch->in_room) != BUILDING_MINE)
skills.ct:975:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:980:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:996:	else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1&& (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT))
skills.ct:998:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1003:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1018:	else if (SECT(ch->in_room) != SECT_FIELD && (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT))
skills.ct:1020:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1025:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1040:	else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1)
skills.ct:1042:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1044:	else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_CHOP])
skills.ct:1052:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1054:		if (GET_BUILD_VALUE(ch->in_room) == 0)
skills.ct:1055:			GET_BUILD_VALUE(ch->in_room) = 30;
skills.ct:1080:	else if ((dir = parse_direction(buf)) < 0 || (to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE)
skills.ct:1082:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1084:	else if ((SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) && !CAN_GO(ch, dir))
skills.ct:1086:	else if (SECT(ch->in_room) == SECT_MOUNTAIN || SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER)
skills.ct:1098:	else if (SECT(to_room) == SECT_BUILDING && world[real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])].type != BUILDING_STABLE)
skills.ct:1102:	else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_INSIDE)
skills.ct:1109:				char_to_room(victim, ch->in_room);
skills.ct:1124:		if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_OCEAN)
skills.ct:1126:		else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_RIVER)
skills.ct:1129:	if (!type && SECT(ch->in_room) == SECT_OCEAN)
skills.ct:1131:	if (!type && SECT(ch->in_room) == SECT_RIVER)
skills.ct:1145:	else if (SECT(ch->in_room) == SECT_MOUNTAIN)
skills.ct:1155:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1233:	else if (!(obj[0] = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.ct:1235:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE)
skills.ct:1237:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1261:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1292:	if (BUILDING_TYPE(ch->in_room) != BUILDING_GLASS)
skills.ct:1294:	else if (!IS_COMPLETE(ch->in_room))
skills.ct:1296:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1319:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1334:	if (BUILDING_TYPE(ch->in_room) != BUILDING_STABLE)
skills.ct:1336:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1346:	else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying)))
skills.ct:1375:	if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY)
skills.ct:1377:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1381:	else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
skills.ct:1387:	else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying)))
skills.ct:1416:	if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY)
skills.ct:1418:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1422:	else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
skills.ct:1432:			obj_to_room(wax, ch->in_room);
skills.ct:1457:	else if (SECT((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]))) != SECT_BUILDING && SECT(to_room) != SECT_MULTI)
skills.ct:1459:	else if (SECT(ch->in_room) == SECT_INSIDE)
skills.ct:1499:	else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying)))
skills.ct:1501:	else if (!is_entrance(ch->in_room))
skills.ct:1545:	else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying)))
skills.ct:1597:	else if (!(cart = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)))
skills.ct:1603:	else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying)))
skills.ct:1625:	for (obj = ch->carrying; obj; obj = obj->next_content)
skills.ct:1628:	for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
skills.ct:1640:		for (o = ch->carrying; o && remaining > 0; o = o2) {
skills.ct:1649:		for (o = world[ch->in_room].contents; o && remaining > 0; o = o2) {
skills.ct:1698:	else if (BUILDING_TYPE(ch->in_room) != BUILDING_CARPENTER)
skills.ct:1700:	else if (!CAN_USE_ROOM(ch, ch->in_room, 0))
skills.ct:1720:			obj_to_room(obj, ch->in_room);
skills.ct:1785:	else if (!(obj = get_obj_in_list_num(real_object(craft_data[i].from), ch->carrying)) && !(obj = get_obj_in_list_num(real_object(craft_data[i].from), world[ch->in_room].contents)))
skills.ct:1819:	else if (!(target = get_obj_in_list_vis(ch, arg, ch->carrying)))
skills.ct:1842:		if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER)
skills.ct:1860:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1901:	else if (!CAN_USE_ROOM(ch, ch->in_room, 1))
skills.ct:1905:	else if (SECT(ch->in_room) == SECT_TRENCH && GET_BUILD_VALUE(ch->in_room) < 0) {
skills.ct:1909:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1912:	else if (SECT(ch->in_room) == SECT_TRENCH)
skills.ct:1914:	else if (SECT(ch->in_room) != SECT_FIELD && SECT(ch->in_room) != SECT_DESERT)
skills.ct:1916:	else if (is_entrance(ch->in_room))
skills.ct:1923:		GET_ACTION_ROOM(ch) = ch->in_room;
skills.ct:1927:		GET_BUILD_VALUE(ch->in_room) = -500;
skills.ct:1928:		SECT(ch->in_room) = SECT_TRENCH;
skills.ct:1941:	else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room))
skills.ct:1948:		for (targ = world[ch->in_room].people; targ; targ = targ->next_in_room) {
skills.ct:1987:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
specials.c:299:	for (i = world[ch->in_room].people; i; i = i->next_in_room)
utils.c:369:	player_age = *mud_time_passed(time(0), ch->player.time.birth);
utils.c:397:	if (ch->master == NULL)
utils.c:400:	act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR);
utils.c:401:	act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT);
utils.c:402:	act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT);
utils.c:404:	if (ch->master->followers->follower == ch) {	/* Head of follower-list? */
utils.c:405:		k = ch->master->followers;
utils.c:406:		ch->master->followers = k->next;
utils.c:410:		for (k = ch->master->followers; k->next->follower != ch; k = k->next);
utils.c:417:	ch->master = NULL;
utils.c:426:	if (ch->master)
utils.c:429:	for (k = ch->followers; k; k = j) {
utils.c:443:	if (ch->master)
utils.c:446:	ch->master = leader;
utils.c:568:	for (ch = room->people; ch != NULL; ch = ch->next_in_room)
utils.c:673:		if ((GET_ACTION_ROOM(ch) != ch->in_room && GET_ACTION_ROOM(ch) != NOWHERE) || ((GET_FEEDING_FROM(ch) || GET_FED_ON_BY(ch)) && GET_ACTION(ch) != ACT_EMBRACE) || FIGHTING(ch) || GET_POS(ch) < POS_STANDING || IS_WRITING(ch)) {
utils.c:683:					if (SECT(ch->in_room) == SECT_RIVER && !number(0, 2))
utils.c:685:					else if ((BUILDING_TYPE(ch->in_room) == BUILDING_BATHS || ROOM_TYPE(ch->in_room) == RTYPE_BATHS) && !number(0, 1))
utils.c:730:							if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER)
utils.c:739:						obj_to_room(obj, ch->in_room);
utils.c:772:					if (SECT(ch->in_room) == SECT_FOREST_1 || SECT(ch->in_room) == SECT_FOREST_2 || SECT(ch->in_room) == SECT_FOREST_3 || SECT(ch->in_room) == SECT_FOREST_4 || (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT))
utils.c:778:						obj_to_room(obj, ch->in_room);
utils.c:787:				if (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT) {
utils.c:798:					if (SECT(ch->in_room) == SECT_FIELD || (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT))
utils.c:803:					if (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT)
utils.c:809:						obj_to_room(obj, ch->in_room);
utils.c:896:						GET_BUILD_VALUE(ch->in_room) -= (ww_dice(GET_STRENGTH(ch) + GET_OBJ_VAL(GET_EQ(ch, WEAR_WIELD), 1) + i, 6) + GET_POTENCE(ch));
utils.c:905:					if (GET_BUILD_VALUE(ch->in_room) > 0)
utils.c:907:					GET_BUILD_VALUE(ch->in_room) = 0;
utils.c:908:					for (c = world[ch->in_room].people; c; c = c->next_in_room)
utils.c:911:					obj_to_room(read_object(o_TREE, VIRTUAL), ch->in_room);
utils.c:913:					SECT(ch->in_room)--;
utils.c:914:					if (SECT(ch->in_room) < SECT_FIELD) {
utils.c:915:						SECT(ch->in_room) = SECT_FIELD;
utils.c:924:					if (world[ch->in_room].type2 && SECT(ch->in_room) == SECT_FIELD) {
utils.c:925:						SECT(ch->in_room) = SECT_DESERT;
utils.c:926:						world[ch->in_room].type2 = 0;
utils.c:933:					process_build(ch, ch->in_room);
utils.c:937:					process_dismantling(ch, ch->in_room);
utils.c:948:						msg_to_char(ch, "You walk through the field, harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]);
utils.c:949:						sprintf(buf, "$n walks through the field, harvesting the %s.", crops[(int) world[ch->in_room].type]);
utils.c:953:						msg_to_char(ch, "You carefully harvest the %s.\r\n", crops[(int) world[ch->in_room].type]);
utils.c:954:						sprintf(buf, "$n carefully harvests the %s.", crops[(int) world[ch->in_room].type]);
utils.c:958:				GET_BUILD_VALUE(ch->in_room) -= ww_dice(GET_DEXTERITY(ch) + GET_MELEE(ch), 6);
utils.c:960:				if (GET_BUILD_VALUE(ch->in_room) > 0)
utils.c:962:				GET_BUILD_VALUE(ch->in_room) = 0;
utils.c:963:				for (c = world[ch->in_room].people; c; c = c->next_in_room)
utils.c:969:				switch (world[ch->in_room].type) {
utils.c:977:					obj_to_room(read_object(vnum, VIRTUAL), ch->in_room);
utils.c:979:				SECT(ch->in_room) = SECT_FIELD;
utils.c:980:				world[ch->in_room].type = 0;
utils.c:986:					GET_BUILD_VALUE(ch->in_room) /= 2;
utils.c:1005:					switch(world[ch->in_room].type2) {
utils.c:1015:					world[ch->in_room].spare -= 1;
utils.c:1017:						obj_to_room(obj, ch->in_room);
utils.c:1089:					char_to_room((c = read_mobile(GET_ACTION_VNUM(ch, 0) == 1 ? OCEAN_FISH : RIVER_FISH, VIRTUAL)), ch->in_room);
utils.c:1243:					GET_BUILD_VALUE(ch->in_room) += 1;
utils.c:1245:					if (GET_BUILD_VALUE(ch->in_room) >= 0) {
utils.c:1248:						for (c = world[ch->in_room].people; c; c = c->next_in_room)
utils.c:1346:	ch->player.time.played = 0;
utils.c:1347:	ch->player.time.logon = time(0);
utils.c:1552:		for (obj = ch->carrying; obj; obj = obj->next_content)
utils.c:1560:			for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
utils.c:1589:		for (obj = ch->carrying; obj && remaining > 0; obj = next_obj) {
utils.c:1601:			for (obj = world[ch->in_room].contents; obj && remaining > 0; obj = next_obj) {
utils.c:1635:				obj_to_room(obj, ch->in_room);
utils.h:229:#define IS_OUTDOORS(ch)			(SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE && SECT(ch->in_room) != SECT_MULTI && SECT(ch->in_room) != SECT_MONUMENT_CLOSED)
utils.h:259:/* ch->player */
utils.h:269:#define GET_REAL_LEVEL(ch)	(ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : GET_LEVEL(ch))
utils.h:278:/* ch->aff_abils */
utils.h:311:/* ch->points */
utils.h:318:/* ch->char_specials */
utils.h:338:/* ch->player_specials->saved */
utils.h:421:/* ch->player_specials */
utils.h:426:#define IS_AFK(ch)				(IS_NPC(ch) ? 0 : ((ch)->player_specials->isafk || ((ch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN) >= 10)))
utils.h:435:/* ch->mob_specials */
vampire.c:247:		next_ch = ch->next;
vampire.c:258:		if (victim->in_room != ch->in_room) {
vampire.c:542:	playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0);
vampire.c:842:	switch (SECT(ch->in_room)) {
vampire.c:876:			char_to_room((mob = read_mobile(vnums[number(0, num_animals)], VIRTUAL)), ch->in_room);
vampire.c:1026:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))
vampire.c:1716:	for (c = world[ch->in_room].people; c; c = c->next_in_room)
vampire.c:1740:		for (c = world[ch->in_room].people; c; c = c->next_in_room)
vampire.c:1767:	for (c = world[ch->in_room].people; c; c = c->next_in_room)
vampire.c:1789:	for (fol = ch->followers; fol && count > 0; fol = fol->next)
vampire.c:1790:		if (fol->follower->in_room == ch->in_room) {
vampire.c:1819:	for (c = world[ch->in_room].people; c; c = c->next_in_room)
vampire.c:1856:	for (c = world[ch->in_room].people; c; c = next_c) {
vampire.c:1870:	if (room_affected_by_spell(ch->in_room, ATYPE_NOCTURNE)) {
vampire.c:1871:		affect_from_room(ch->in_room, ATYPE_NOCTURNE);
vampire.c:1888:		affect_to_room(ch->in_room, af);
vampire.c:1907:			char_to_room((arm = read_mobile(ARM_OF_AHRIMAN, VIRTUAL)), ch->in_room);
vampire.c:1935:	for (victim = world[ch->in_room].people; victim; victim = victim->next_in_room) {
vampire.c:2097:	switch (SECT(ch->in_room)) {
vampire.c:2128:			char_to_room((mob = read_mobile(vnums[number(0, num_summons)], VIRTUAL)), ch->in_room);
vampire.c:2232:	switch (SECT(ch->in_room)) {
vampire.c:2368:	else if (SECT(ch->in_room) == SECT_INSIDE)
vampire.c:2378:	else if ((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE)
vampire.c:2420:	if (room_affected_by_spell(ch->in_room, ATYPE_SILENCE_OF_DEATH)) {
vampire.c:2421:		affect_from_room(ch->in_room, ATYPE_SILENCE_OF_DEATH);
vampire.c:2438:		affect_to_room(ch->in_room, af);
vampire.c:2627:	else if (!(weapon = get_obj_in_list_vis(ch, arg, ch->carrying)))
vampire.c:2675:	else if (!(container = get_obj_in_list_vis(ch, buf1, ch->carrying)))
vampire.c:2892:		for (victim = world[ch->in_room].people; victim; victim = next_victim) {
vampire.c:3429:	else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)) && !(victim = get_char_vis(ch, arg, FIND_CHAR_ROOM)) && ((i = parse_direction(arg)) == NOWHERE || !(dir = TRUE)))
vampire.c:3453:	else if (dir && ((room = real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == NOWHERE || !BUILDING_CAN_BURN(room)))
vampire.c:3609:	else if (IS_VAMPIRE(ch) && weather_info.sunlight != SUN_DARK && !ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_DARK) && !override)
vampire.c:3611:	else if (GET_DISC(ch, DISC_PROTEAN) >= 8 && (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED))
weather.c:362:	if (IS_LIGHT(ch->in_room))